Light And Lizardfolk

ZhuGuan convulses as a wave of wracking coughs attempt to clear the poison from his lungs. Flecks of blood, spewed as he coughs, show the poison's damage are still there even with the magic from Vickey's shield. "What..." The half-elf, not fully conscious, seems confused to find himself being held by Vicky. Another wave of coughs interrupt him as he tries to regain his bearings.

ZhuGuan suffocates under the poisonous gas, unable to draw air and badly wounded he falls to his knees. "Vicky..." he coughs before collapsing, never able to finish whatever he would've said.

"ZhuGuan!" Vicky shouts through the daze. "Don't die!" she cries out, not even trying to hide the fact that she's absolutely hysterical. She can't even feel any pain through the adrenaline rushing through her head. Like a movie in slow motion, she watches her hands try to pull up ZhuGuan, preventing him from falling lifelessly to the ground.

Vicky takes the magic shield from where it was stored, and uses the magic contained inside to heal Guan's body. ZhuGuan convulses as a wave of wracking coughs attempt to clear the poison from his lungs. Flecks of blood, spewed as he coughs, show the poison's damage are still there even with the magic from Vicky's shield. "What..." The half-elf, not fully conscious, seems confused to find himself being held by Vicky. Another wave of coughs interrupt him as he tries to regain his bearings. Vicky drops the shield into the marsh-like ground as she does her best to the hurt half-elf. Looking up at her, Guan can see that Vicky is on her last leg, but instead of helping herself, she used her magic item to help save his life.

Feeling the pain surging thru his body, John begins to laugh as he feels his life drain from him. Feeling confused John wraps his cloak around him as he feels the pain giving way. Luckily for him, Vicky had given the healing cloak to him earlier. He was close to death, but this magical cloth may have just saved his life. Of course, the Greenscale standing at the other end of the room may still have some powerful attacks to throw.

Turag looks at the scene and decides that this group of adventurers, like the orcs he came with, are lost. He looks down at the near-dead Jared laying at his feet. The halfling could prove useful to him later... especially since he can magically produce food - a resource this dungeon is lacking. With that thought, Turag puts away his weapon and scoops Jared and his everburning torch up. He then rushes out the door with the halfling.

"Turag's running! And he took Jared with him!" Allyria alerts the others who may not have seen.

The drow sorceress does what she can to catch her breath. Like the others, that attack took a great deal of vitality away from her. Then she reaches deep into herself, past the haze in her mind caused by the mystic's attack. She then summons up a chaos bolt and launches it towards the lizard-man. The chaos magic zips past the mystic and slams into the wall harmlessly. The Greenscale sneers at the sorceress as she misses.

The hunter laying near Guan is revived. He grabs his weapon and stands up. For a second he thinks about using his spear against the near-dead Vicky, and/or the bound up Guan lying on the ground in her arms. He then looks up and sees Allyria and John. They are the biggest threats at the moment. He moves around the two downed heroes, and begins making his way towards the other two.

The Marsh Mystic takes up an offensive stance as he stalks forward. Unlike the other lizard-man, he isn't above attacking an injured, or trapped opponent. He looks at his choices and decides to kill Guan as he lays wrapped up in the magic he summoned earlier. No point in giving the half-elf a chance to escape as the others have. He rams the tip of his spear through Guan's chest with

10 damage

deadly force. The tip comes out the back and nearly pierces Vicky as well. The Greenscale then begins to chant a rhythmic dirge about an evil god granting it the power it needs to destroy the heroes. the hunter also begins chanting along with him.

Moments later, the heroes think they see a faint flicker of purple light around the two lizard-men.

Spirit InfusionAt-Will; Primal, SpiritStandard Action, Melee spirit 1Target: One allyEffect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod.Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.

Call Spirit CompanionAt-Will; Conjuration, PrimalMinor Action, Close Burst 20Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack.Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.

Spirit's SacrificeEncounter; Primal, SpiritMinor Action, Close burst spirit 5Target: You or one ally in burst.Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Shield of DevotionEncounter; Divine, HealingImmediate Reaction, Close burst 5Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering allyEffect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.Mark of Healing: The target also makes a saving throw.

Spirits of the Healing FloodDaily; Healing, Implement, PrimalStandard Action, Close burst 5Target: Each enemy in burstAttack: Wisdom vs. FortitudeHit: 1d8 + Wisdom modifier damage.Miss: Half damage.Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points.Mark of Healing: All allies targeted by this power can make a saving throw.

The Winds of ChangeBody Slot: Off-HandProperty: +2 to Fortitude and Willpower. Property: Cannot be identified correctly.Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit.Power ([Color=&quot;Green&quot;]At-Will[/Color]; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison.Power ([Color=&quot;Red&quot;]Encounter[/Color]; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
[COLOR=&quot;black&quot;]Power (Daily; Arcane):[/COLOR] Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbuls Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.

Goals of The Winds of Change:
To inspire chaos
To institute change

Concordance:
Score 8
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2

The spirit companion dissipates on any attack that deals more than 11 damage.

ZhuGuan's not dead! Her heart almost skips a beat when she gets some reaction from him. Then it skips another two when she sees him heavily impaled and almost dead again. "No!" she cries out. She is so full of adrenaline that the world seems to move in slow motion. For some reason, it feels like she hears someone else screaming, not herself.

She quickly quaffs a healing potion and sends out a shadowy assault at the cause of the half-elf's agony. Most of it fails to hit him, but some of the missing essence finds its way to the hunter, sending him down again. Despite her almost berserker-state, she somehow manages to stop herself from killing him, merely leaving him unconscious. She then makes her way around the Mystic, readying herself for another assault at him.

Free: Fetch a

Potion of HealingConsumable
Minor Action
Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.

Targeted for Death
Daily ✦ Cold, Implement, Shadow
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d8 + Dexterity modifier cold damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one.

Inevitable ShotEven as your target ducks under your shot, the projectile moves on its own to find another enemy.

Free: PersonalTrigger: You miss a creature with a ranged attackEffect: You make a ranged basic attack against an enemy within 10 squares of the creature you missed, using that creature's space as the attack's origin.

Special: You regain the use of this power when you spend an action point.

Nightmare Shades
Encounter ✦ Fear, Implement, Psychic, Shadow
Standard Action, Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn.
Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier.

Frigid Blade
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winters wrath.

At-Will Arcane, Cold, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Intelligence -2 vs. Reflex

Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Aegis of Shielding
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.

At-Will Arcane
Minor Action Close burst 2

Target: One creature in the burst

Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesnt include you as a target, it takes a 2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.

Warforged Resolve
Healing
Minor Action, Personal
Effect:You gain a number of temporary hit points equal to 3+one-half your level and can make a saving throw against one effect on you that deals ongoing damage.If you are bloodied, you also regain hit points equal to 3+one-half your level

Form of the Dread Serpent
.Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose.

Daily Poison, Polymorph, Primal
Minor Action Personal

Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.

Bloodstinger Poison
This inky toxin inflicts wounds that burn long after the initial blow is struck.

Power (Poison) Consumable (Standard Action):
Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +6 vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).

Doppelganger Leather Armor +1
Lvl 5
Minor Action
Effect: Choose one enemy within 5 squares of you. You gain a +2 power bonus to the defense that is the enemys highest until the end of the encounter or until that enemy drops below 1 hit point.

Minion Slayer 2+
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.

Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.

Slick NegotiatorYou've spent a lot of time not speaking and dreamed about what you would say in every circumstance and now you get to talk all you want.

Encounter * Free Action
Close Burst 5 Target: triggering creature

Keyword: MartialTrigger: You or an ally in burst makes a Bluff, Diplomacy, Intimidate, or Streetwise check and dislike the result.Effect: If you are the target, gain +3 power bonus to the skill check result. If an ally is the target, the ally can reroll the skill check using either result.Prereq: Dune Trader (theme)

The Raven Queen's ShroudPower (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.

Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen.

Target: One or two creaturesAttack: Intelligence vs. FortitudeHit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier damage.

Nine Lives of the Cat LordIn exchange for your services the Cat Lord has offered you a boon...
Encounter * Free Action
Trigger: You are the target of a critical hit
Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.

Weapon: Crossbow
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Properties:
This weapon requires no ammunition and cannot use ammunition.
Malfunction: When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you. You are not subject to further Fumble rolls when using this weapon.

Demonskin TattooProperty: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter.

Vanguard Glaive+1Critical: +1d8 damageProperty: Deal +1d8 damage on any successful charge.Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.

Undead Slayer +2 Bonus
After you kill at least two enemies with the undead keyword during an encounter, use this card to spend a healing surge and regain hit points equal to your healing surge value +1d8. This use does not use your second wind for the encounter.

A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him.

-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures.

Unless otherwise stated ZhuGuan is always in the mobile blade stance.

Does not provoke on charges (Badge of the Beserker)

+2dmg vs bloodied (Gauntlet's of Blood)

Trained: Athletics, Endurance, Intimidate

ZhuGuan screams in pain as the mystic's spear pierces him, the sudden pain jarring him back to his senses. The tall half-elf stands, towering over the lizard man, forcefully extricating the lizardman's spear from his chest as the mystic tries to prevent it. "Not today," he says. His wounds seem to knit as the point of the spear leaves his chest. Something doesn't seem right to the half-elf when that happens but he ignores it and focuses on his new prey. A sinister smile on his face.

"My turn," the slayer hisses, taking two quick swings with his blade at the mystic. "Kill him," ZhuGuan roars uncharacteristically.